…oh, I’ve just read the full thread, and can now appreciate that I probably can’t even purchase again via Aerosoft One. Such a shame - I would have loved to see these great enhancements to one of my favourite planes. LESSON TO ALL - Don’t purchase addons via the MS Marketplace.
It’s worse. You cannot purchase it any longer, even if you tried. I know that some Marketplace users have found ways to restore their licensed product, but I cannot know what these ways are.
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We must have posted at the same time. Oh well, I wish you all the best for your work on this classic. Such dedication is applauded … even if I can’t see it for myself.
If I you can’t download in its entirety, and make backups of it as needed, then you don’t really own it. Similar to Steam games in that respect. You hold a license to the product that can be revoked at any time, not the product itself.
That’s only one reason why I don’ buy from the MP, another being modifying MP planes is more difficult than third party delivered ones.
As a Steam-fanboi, I must point out that Valve spent two decades building trust by siding with the customer, while comparable services *cough*Amazon*cough* proved quickly that they cannot be trusted by randomly revoking licenses without refund and removing purchased products from the owners’ devices.
I know, I know, every company is only one corporate takeover or management reshuffle away from becoming (more) evil. On the other hand: if Valve shuts down Steam the same way Google shut down Stadia (ie. with a full refund for all games ever purchased on the platform), I’m gonna be filthy rich! ![]()
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…yes, as I mentioned - lesson learnt. I have to say, I’m absolutely fuming with MS / Asobo on this. They even had the ordasity to include a Twin Otter on their promotional video for MSFS2024 - but, in reality, it is truely awful. Corporate greed above customer satisfaction.
The Microsoft Twin Otter isn’t encrypted (thanks, Jörg!), so at least there’s the possibility to mod it at some point. I probably would have picked the Microsoft model as base for the mod if it wasn’t for the spinner wobble. (DON’T LOOK! CAN’T UNSEE!)
@aurel42de Just tried our the mod. It’s amazing! Really appreciate the work you guys have done.
One thing though. Is there a way to inhibit or correct the gpws logic? It throws don’t sink and bank angle alerts like crazy at times where it shouldn’t. I know this was an issue with the original aerosoft package.
Sure, I’ll do some experiments and let you know. I tried the inhibit button but it keeps going. Though I’ve noticed this on a few default aircraft that have gpws. The caravan for example, throws alerts like it’s having an anxiety attack. Does the twin otter use the default gpws or does it have its own?
I’m not aware of a “default GPWS”. Maybe it’s part of one of the avionics implementations. Can you point me to an aircraft using it? (It should be included in the standard (vs Deluxe or Aviator or whatever) sim version, this makes it more likely that I can look at its code.)
For the mod, I re-implemented the Honeywell EPGWS system Hans Hartmann plugged into the Aerosoft model, probably because he could re-use existing code and audio from another project (perhaps the CRJ).
The callouts that ignore the INHIBIT button are “MINIMUMS” and the altitude callouts (500, 100, 50, 40, 30, 20, 10). This behavior is inherited from the Aerosoft WASM. The only change I contributed was to add “BANK ANGLE” to this list, based on LLM “research”, so this change could have been the result of a hallucination.
I’ll do some reading (the unit’s pilot guide, FAA documentation) to better match the real-world behavior and I’ll add a config option to the EFB to disable all callouts unconditionally.
edit: I identified the issues with the callouts you mentioned. BANK ANGLE inherited a fixed threshold from the Aerosoft implementation when it should use a ramp and it is repeated if bank is maintained when it should only repeat if the bank angle increases further. DON’T SINK is supposed to be suppressed when the landing gear is down, not sure yet how this is handled for the fixed gear variants.
edit: The goals for the next release:
- implement the missing declutter governor that keeps callouts from repeating unless the situation has significantly degraded;
- fix a bunch of places where the current implementation diverts from the manual (mainly inaccurate or simplified trigger conditions);
- offer a config slider to the user to select between
- “Full EGPWS” (class A, what we have now),
- “Typical” (class A only in pax variants, class B in other variants),
- “Legal minimum” (class A in pax variants, no TAWS in other variants),
- “Class B” (just the “MINIMUMS” and altitude callouts in all variants) and
- “Off”.
- The “EPGWS INHIBIT” button will no longer downgrade the behavior to “Mode B + BANK ANGLE”. Instead, it will disable some modes, desensitize others, based on manual and regulations.
I haven’t had the chance to try it out yet. Glad you found the bank angle issue, I still need to recreate the DON’T SINK alarm. The default caravan also has a crazy gpws. I’ll check the afm to find some info on it. I used to fly the twin otter years ago and don’t recall it going nuts.
It’s been a while since I flew it but I’d be glad to help with whatever I can.
Has it been a week already?
Patch notes v2024.3.47 → v2024.3.68
v2024.3.68 - First Milestone release: Glareshield Annunciators dim when the bus sags under load
TurbSim aka “Alternate ITT calculation” is now highly recommended, but I don’t want to force it on users until I got solid positive feedback about it. Please consider enabling it in the EFB app on the Config tab (under “Engines”) and let me know what you think.
Terrain awareness (EGPWS / TAWS)
The ground-proximity warning system is now configurable.
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New “TAWS” selector on the EFB Config tab (Avionics section).
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Full: every callout on every variant (terrain, sink rate, glideslope, bank angle, the full altitude-callout ladder, MINIMUMS).
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Typical: passenger variants get the full set; cargo/utility variants get the reduced Class B set. (Yeah, I know, this is probably not “typical”, still looking for a better label.)
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Legal minimum: passenger variants only; cargo/utility variants get nothing.
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Class B: the reduced Class B set everywhere (excessive descent rate, altitude loss after takeoff, the “500 feet” callout, and MINIMUMS — no terrain, glideslope or bank-angle callouts).
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Off: all callouts muted.
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No more spurious callouts in normal descents. Reworked the flight-phase detection so a normal powered descent no longer trips “too low terrain” / “too low flaps” when you aren’t configured for landing.
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Tighter glideslope logic. The glideslope callout now requires a centered localizer on the front course.
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Implemented declutter governor so advisories are only repeated if the situation degrades.
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The GPWS INHIBIT button is now a shortcut for “turn everything off or down that can be legally turned off or down”. It suppresses some callouts and desensitizes others. As I understand it, the real-world unit would have several switches to disable specific features, our implementation bunches them all together in this button.
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Known issues: forward-looking terrain alerting is not yet implemented, but we have a reference implementation in Working Title’s EPIC.
Persistence & EFB Config
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Config settings can now be saved fleet-wide or per variant. Each option on the Config tab has a new override checkbox on the left. Leave it unchecked and the setting is shared with every variant that doesn’t override it; check it and that variant keeps its own value, independent of other variants.
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Fix: glareshield bulbs didn’t persist their TTIS, so they were erroneously replaced when maintenance was requested on the next flight.
Electrical system
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Battery voltage now sags under heavy load. Most visible during engine start — the voltmeter dips and the cockpit lighting dims as the starter pulls the bus down. Starters draw a realistic current that tapers as the engine spools up. A weak battery cranks noticeably slower and takes longer to stabilize at lower %Ng.
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Overhauled idle load. The load of a number of components was estimated on the high side and corrected downwards during a research pass.
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Fixed an animation error that caused the loadmeter needle to barely move under idle load. It should now display POH-correct values. Note that the scale is different based on whether the bus is on battery or on generator, see POH for details.
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As a result of these two fixes, idle load will now look much larger, but the battery will nonetheless drain significantly slower.
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Known issues: it takes a couple of seconds for the first generator to come online after toggling the switch; during GPU starts, the voltmeter can move erratically
Engines
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Cross-engine-start interlock. Starting one engine no longer lets the other engine’s running generator back-feed the starter. The opposite generator briefly drops offline during the crank (its GEN annunciator lights) and re-engages once the starter releases. This is a workaround for a limitation of the sim’s electrical system. According to the POH (and, I think, physics), cross-engine starts are not possible, because the generator of the running engine does not have enough oomph (that’s the technical term) to drive the opposite starter. Consider this a placeholder until I figure out how to simulate this properly.
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Closed a physics gap in TurbSim: enthalpic work failed to cool down the gas in some situations. This was the underlying cause of the ITT spikes when the throttle was moved too quickly close to idle. Added the missing term and removed the fudge introduced as workaround (an artificially high FCU valve delay). Normal throttle movements should be responsive again without sending the needle into the red.
Propellers
- New propeller blur. CCM’s prop-blur textures are included in the archive as a separate mod. <3 CCM <3
Hydraulics
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Pump inrush. The hydraulic pump now pulls a brief power surge when it cuts in before settling to its running draw, visible on the loadmeter.
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As part of the ongoing work to add individualization to airframes, the system pressure regulation and the pressure-gauge calibration now carry small per-variant offsets.
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The pump cycles less often during routine flap, brake and nose-wheel-steering use (actuator volumes retuned). Feedback is welcome. (Still too frequently?)
Autopilot
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Steadier heading hold. Damped out a slow heading-hold oscillation. Further refinement of the experimental “Alternative lateral modes”.
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Known issue: some oscillation on the glideslope needs to be fixed.
Instruments
- The whiskey compass now reacts (physically correct, I hope) to windshield heat.
Anti-ice
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Windshield heat is now thermostat-controlled. Instead of running flat-out whenever the switch is on, the window heat warms the glass and then cycles to hold temperature. The underlying thermal model is minimal, it should keep the windshield heat constantly on in flight in cool air, so it never interferes with the actual windshield icing effect (funny story, there is no way for the mod to know whether the windshield is iced over, this is purely a sim-internal effect which is not exposed anywhere, as far as I could see). The state of the thermostat and its modelled window temperature are visible on the debug tab.
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Fix: In-air and runway starts have bleed air on.
Darn, I completely missed this! I’ll have to give this a spin.
Awesome updatr. I like the prop blur.
Another thing I noticed is there seems to be too much drag after flaps 20. I remember being able to maintain around 75 kts with flaps 30 and around 15 to 20 in of torque. I feel too much power is needed to maintain speed. I’m seeing about 30 in to maintain 65 kts with flaps 30 with a nose down attitude.
That’s a great reference point. I’ll do some tweaking. My Twotter time is very limited and certainly not to the point of knowing things that specifically so I do appreciate it. Are you talking 15-20 at 30 degrees of flap in level flight or on approach?
On approach.
I remember we used to start slowing down setting 15 in until the first flap speed and started configuring without touching the throttles up until final if needed. And you could maintain around 75-80 kts with 15-20 in and flaps 30.
Also, reverse thrust is too aggressive.
I flew it around 11 years ago, but I still remember. So glad to help.
Gotcha. That gives me a good idea. Reverse is a whole other thing as it’s difficult to finely tune but I’ll work on that too. Expect more questions from me!
Oh and I have been able to nicely tweak reverse. It won’t get to such a high RPM or be overpowering anymore

